Enough physical RAM for all your simultaneous programs, and enough user memory for one single program, really are separate things. Solving one will not solve the other. This tutorial leads the way for those who experience out-of-memory problems when rendering 3D, video or music in a 32-bit environment. Originally Oct 2010 in Poser section.Updated Aug 2011, republished in Vue section.

I show several ways to make blood-splattered, gory skin for use in renders.One method shows how to use "Ron's Blood" a commercial texture/brush packageAnother method combines existing procedural materials.

A short PDF tutorial showing how to export a prop/scene from DAZ Studio and import it into Vue 8. Some options for adjusting materials and for adding special effects (moss growth) are also illustrated. CiaoTD

This is a rough guide to the Water editor of Vue.It takes a step by step look at each of the settings in the water editor and shows a large amount of imagery as to the consequenses of changing the settings.There are two parts to this guide.

Several short tutorials - right now available: - 1. Vue-3D-text and how to curve it - 2. how to prepare DEM geological data for use in Vue - 3. working with depth of field in Vue 6 - 4. An eco setting for dense plant ground cover on non-flat grounds

From default sunlight to complex artificial lightIn this short PDF tutorial, the idea is to start with a complex but typical 3D daylight scene, which has a lighting scheme like Vue 7 Infinite's default. That is, a "Spectral" atmosphere with just one light source - the midday sun.In 3 steps, a series of lighting changes are discussed and the results are shown for this radiosity rendered scene. We end with a lighting scheme of 14 light sources.Skill LevelThis is not a step-by-step tutorial. It assumes intermediate level knowledge of Vue lighting. Lighting details are not included, only the lighting scheme concepts and the results of applying those.Enjoy!

An explanation of how I created a scene, from concept, sorting items, to building, lighting and post work.Rather than a typical "How to do a single thing", it's about how a scene was built, tips to help effciency, and notes on post work :)